1.) sysval(playerslitsystem): A sysval that don't let player-1 and player-2 split cameras, they'll be forced to always be together (like in NSMB games). If the player-1 enters a warp, then the camera will wait some seconds (4 seconds would be ideal) until the player-2 enters the warp too. If the player-2 doesn't enter in these 4 seconds it'll teleported to the other section with player-1. In case there are various warps in screen, the first player who entered a warp will have priority.

The camera will stand at the mid point of both players, meaning if player-1 is to the right side and player-2 to the left, camera will stand in middle.

If player-1 and player-2 are in separated start points, player-1 will have priority so player-2 will be teleported to player-1's ubication.This whole system is based on NSMB series!

2.) Special properties for NPCs:

NPCs:.offcamerax: If the NPCs if off-screen in x axis he will not die, dissapear nor stop its behaviour. (Useful if you're using NPCs that can go off-screen).offcameray: If the NPCs if off-screen in y axis he will not die, dissapear nor stop its behaviour.

NOTE: These two commands should work only if the NPC it's still on the section, meaning if the NPC is beyond section's limits it'll be killed.

3.) New object: CameraParameters:.x = Stands for the X axis ubication of the camera based on the level's orientation system..y = Stands for the Y axis ubication of the camera based on the level's orientation system..xsp = Stands for the X axis speed the camera will move (exactly what does the auto-scroll, but having it handle through scripts would be very useful).ysp = Stands for the Y axis speed the camera will move

Unlike auto-scrolling, it is important these parameters don't affect the player otherwise it could kill it. Here's an example of how it could be useful (Image by Yoshi021):

Lx Xzit wrote:1.) sysval(playerslitsystem): A sysval that don't let player-1 and player-2 split cameras, they'll be forced to always be together (like in NSMB games). If the player-1 enters a warp, then the camera will wait some seconds (4 seconds would be ideal) until the player-2 enters the warp too. If the player-2 doesn't enter in these 4 seconds it'll teleported to the other section with player-1. In case there are various warps in screen, the first player who entered a warp will have priority.

The camera will stand at the mid point of both players, meaning if player-1 is to the right side and player-2 to the left, camera will stand in middle.

If player-1 and player-2 are in separated start points, player-1 will have priority so player-2 will be teleported to player-1's ubication.This whole system is based on NSMB series!

That's a great idea, specially when some users have a custom HUD in their levels.

I support these projects:[list]MARIO & LUIGI - The Great QuestSuper Mario - Rainbow RoadSuper Mario Bros.: The Great AdventureAdventures in 2DU[/list]